DRL > Requests For Features
The Horrible Ideas Thread
Matt_S:
Hehehe, I actually came up with a very similar idea last night that I was going to post. Except instead of giving you extra energy, you got to act until you got zero energy, then you'd have to wait for the energy to climb back up. It wouldn't just be a single-use item though, maybe something like a staff.
Ander Hammer:
--- Quote from: ih8regin and other people ---a bunch of technical stuff
--- End quote ---
I tried to avoid going into too much detail, but I think I underestimated the DoomRL forum's ability to not choke on obtuse concepts like granting Doomguy infinite energy and having his turns still take time, but happen instantly, with the end result being timed things still happening to him and things he's manipulating - allowing powered armor to regenerate or weapons to be reloaded or medpacks to be picked up - while nothing else can move - nukes or lava crawls or monsters. Or bullets, which would stop once they left the gun barrel, pointed at the thing he was shooting, primed to fly forth and all miss due to being out of LOS hit at the same time as the other fifty in the volley.
For bonus points, the next action of anything in sight range would pretend Doomguy was still standing in the same spot when time resumed. Somewhat handy if you're surrounded by Barons or something and want a cheap laugh.
I think a consume+carry would either be too weak to be useful or a free boss kill, though...
shark20061:
--- Quote from: ih8regin on April 06, 2012, 04:21 ---if I understand game mechanics correctly, the next turn does not start while there is a creature with more than 5000 energy, and each action decreases the acted creature's energy count by its length in milliseconds. So, in case the Doomguy will receive a 15000 energy boost, he will have free actions while his energy will be above 5000, and the turn counter won't advance, and any turn-aligned special procs won't work, be it nuke, lava/acid wave, N! respawning or monster regen.
--- End quote ---
All of this is true, because it's all based on turn timers. However...
--- Quote from: ih8regin on April 06, 2012, 04:21 ---Player armor regen uses player actions count, so it WILL proceed - but it's logical, as the time is not stopped for the player, the same with health decay, while I'm not sure which event triggers deadly chill.
--- End quote ---
This is time based, not action based. Running will slow down health decay, so it would completely stop like acid/lava waves stop and monsters stop. But that's not all...
--- Quote from: ih8regin on April 06, 2012, 04:21 ---Player armor regen uses player actions count, so it WILL proceed - but it's logical, as the time is not stopped for the player,
--- End quote ---
You'd THINK this would be the case... but it's not. If the action takes less than a turn, it doesn't count as an action. Testing shows that if you have a ridiculous speed rating or you're messing with the energy counter directly, armors STOP regenerating because your actions aren't actually using turns (also applies to auto-recharging weapons). The reason for this is to prevent abuse with Juggler's instant weapon swapping.
ih8regin:
oh, that's even better, as it comes closer to what the Stopwatch designer intended! And thanks, it's always good if some mechanics is explained.
raekuul:
Former Scientist f
25 HP
Random Weapon (Always fully loaded)
Random Ammo Stack (Always maxed out)
Minimum DLevel: 12
Ammo Stack does not have to match Weapon
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